Difference between revisions of "Making A New Light"

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[[Image:LightTut1.JPG|right|thumb|Click on Remove]]
[[Image:LightTut1.JPG|right|thumb|Double-Click on Value in Integer Data and change to 17 or 19]]
First, we have to place the .nif file in our \meshes folder. If you are making this light to include in your mod, I would suggest putting it in a unique subfolder of your own so that there is less likelihood of it conflicting with some other mod. After all, NewLight in the \meshes folder could get pretty ugly really quickly. Lets start with the .nif of the new light and open it up in Nifskope. We are going to expand the 0 NiNode and then right click > Block > Remove on the BSXFlags node (it should be #1).
First, we have to place the .nif file in our \meshes folder. If you are making this light to include in your mod, I would suggest putting it in a unique subfolder of your own so that there is less likelihood of it conflicting with some other mod. After all, NewLight in the \meshes folder could get pretty ugly really quickly. Lets start with the .nif of the new light and open it up in Nifskope. We are going to expand the 0 NiNode and then left-click on the BSXFlags node (it should be #1 in the list). Then double-click on the value for Integer Data and change that to either 17 (value for Enable Animation and Flame Nodes Present) or 19 (value for Enable Collision, Enable Animation and Flame Nodes Present).




[[Image:LightTut2.JPG|right|thumb|Click on Copy Branch]]
[[Image:LightTut2.JPG|right|thumb|Click on Copy Branch]]
Next we want to locate a light that plays the same role as our new light and also open it up in NifSkope. In this case, its going to be torch02.nif from the \meshes\lights directory since the basis for this tutorial was a torch I made. Once torch02.nif is in NifSkope, You will want to expand the 0-NiNode so you can find the following:
[[Image:LightTut3.JPG|right|thumb|Click on Paste Branch]]
Next we want to locate a light that plays the same role as our new light and open it up in NifSkope as well. In this case, its going to be torch02.nif from the \meshes\lights directory since the basis for this tutorial was a torch I made. Once the torch02.nif is in NifSkope, you will want to expand the 0-NiNode so you can find the following:




* BSXFlags BSX
* NiNode AttachLight
* NiNode AttachLight
* NiNode FlameNode1
* NiNode FlameNode1




[[Image:LightTut3.JPG|right|thumb|Click on Paste Branch]]
On each of these nodes, doing one at a time, you are going to:
On each of these nodes, doing one at a time, you are going to:




# right click > Block > Copy Branch
# On the NiNode - Right-Click > Block > Copy Branch
# switch to your new light .nif file in the other NifSkope
# switch to your new light .nif file in the other NifSkope
# on the 0 NiNode right click > Block > Paste Branch
# on the 0 NiNode - Right-Click > Block > Paste Branch




Once they are in the .nif file for your new light, you can make adjustments to the AttachLight and FlameNode NiNodes which is explained in detail [[Working_With_Nifs_201_:_Practical_Use#Adding flames to a weapon|here]]. After everything is adjusted to your liking, save your .nif file for your new light and just close the other NifSkope without saving the file you were copying from.
Once they are in the .nif file for your new light, you can make adjustments to the AttachLight and FlameNode NiNodes which is explained in detail [[Working_With_Nifs_201_:_Practical_Use#Adding flames to a weapon|here]] in steps 9 and 10. The only change is that you will be adjusting the AttachLight or FlameNode instead of the Billboard Node. After everything is adjusted to your liking, save your .nif file for your new light and just close the other NifSkope without saving the file you were copying from.




[[Image:LightTut4.JPG|right|thumb|Click on Edit]]
[[Image:LightTut4.JPG|right|thumb|Click on Edit]]
At this point, open up your mod in the Oblivion Construction Set. Locate the Light section in the Object window and click on it. Since we are implementing a new torch, we want to go to the left pane and find Torch02 under the Editor ID and then right click > Edit and change the ID to that the new light.
At this point, open up your mod in the Oblivion Construction Set. Locate the Light section in the Object window and click on it. Since we are implementing a new torch, we want to go to the left pane and find Torch02 under the Editor ID and then right-click > Edit and change the ID to that of the new light.




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